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Thursday, August 15, 2013

6th Ed Codex Space Marine Rumors



With the Rumors flying fast as a hurricane I figured I would post a compilation for them. thanks to the help of Zion on the various forums. I must say if more than half of this is accurate, the Soul Reapers will be jumping ship from the Drek that is the CSM codex. I will just use the Daemonic stuff in Apocalypse games.

Codex SM Rumors COMPILATION POST 

GENERAL RULES
Veteran Sergeants are an upgrade again.

Can't use Special Characters from other Chapters or mix Chapters in a detachment. (further clarification needed)

Space Marines have their own Warlord Traits.

WARGEAR:

CHAPTER RELICS:
There are 6 different ones.

Two swords, one Bolter, set of armor, one Storm Shield and one banner

They range from 25pts to 65pts.

One Chapter Relic grants a 6+ Invulnerable Save. (It's unclear who benefits from the Save generated by the Relic)

Relics are not Chapter-specific.

NEW WEAPONS:

Grav weapons - Have the Concussive special rule, but are not Blast weapons.

Grav weapons wound the target based on their Armor Save. For example a terminator has a 2+ save so they would be wounded on a die roll of 2+. Against vehicles roll a die, 1-5 does nothing and on a 6 the vehicle is Immobilized and loses a Hull Point.

GRAV WEAPONS
Grav Pistol: Range 12" AP:2, Concussive
Grav Rifle: 18" salvo 2/3 AP:2, Concussive
Grav Cannon: 24" salvo 3/5 AP:2, Concussive

Grav Amp: Re-roll failed To-Wound and Armor Penetration rolls for Grav weapons.

Grav-Pistols and Grav-Rifles are available to all units that haves access to Pistol upgrades and Special Weapons, respectively.

Grav-Cannons are only available to Devastator Centurions.

Hunter Multi-Launcher (or whatever it is now called) - 60" S:7 AP:2 Heavy1, Armorbane, Skyfire

Stalker's anti-aircraft guns - 48" S:7 AP:4 Heavy4, Skyfire -Able to split fire.

Siege Drills - S:9 AP:2 Melee, Specialist Weapon, Armorbane

CURRENT WEAPONS:

Auxiliary Grenade Launcher - is now 24" Rapid-Fire

Shotguns are S4 Assault 2

CHAPTER TRAITS & SPECIAL CHARACTERS (Chapter Traits seem to also apply to vehicles unless otherwise noted):

ULTRAMARINES CHAPTER TRAITS:
Ultramarines armies may choose 1 of the following three doctrines:

Tactical - The Tactical detachment re-rolls ones, unless they're Tactical Marines, in which case they re-roll all failed To Hit rolls in the Shooting Phase.

Assault - The Assault detachment re-rolls charge ranges, unless they're Assault Squads, Bikes, or Attack Bikes, in which case they get Fleet.

Devastator - The Devastator detachment get re-rolls on Snap Shots and Overwatch shots, unless they're Devastators, in which case they gain Relentless (as long as they're not disembarking from a transport in the Movement Phase).

MARNEUS AUGUSTUS CALGAR:
Is now 275pts
Is equipped with Artificer Armour by default. May upgrade to the Armour Of Antilochus for +10pts.

Marneus Calgar can take three Warlord traits. Calgar rolls 3x on the Warlord Traits and rerolls any duplicates.

The Armour Of Antilochus - his Terminator Armor - does not prevent him from preforming a Sweeping Advance, and it has a built in Teleport Homer.

VARRO TIGURIUS:
Tigurius is Mastery Level 3.

He knows all Psychic Disciplines.

He can re-roll his dice when determining his psychic powers.

He can re-roll Reserves rolls(even successful ones).

The Hood Of Hellfire is now a Psychic Hood that lets him re-roll failed Psychic Tests.
Costs 165 points (down from 230 points).

Tigurius has the same stats.

ORTAN CASSIUS:
5 points more expensive.

CATO SICARIUS:
15 points cheaper.
Grants a +1 to Reserves rolls and no longer seizes the initiative on a 5 or 6.

TORIAS TELION:
Telion has the same points cost.
​Updated with sniper rules for 6th Edition.

ANTARO CHRONUS:
Chronus is cheaper.
He increases the BS of his tank by +1.


SALAMANDER CHAPTER TRAITS:
Get to re-roll any failed Armor Saves from flame based weapons. (Flamers, Meltas, etc, as per page 56 of the Rulebook)

Their flame weapons (Flamers, Meltas, etc, as per page 56 of the Rulebook) get to re-roll any failed To-Wound rolls or Armor Penetration rolls that fail to cause a Penetrating or Glancing Hit.

Any Character gets to Mastercraft one weapon for free.

VULKAN HE'STAN:
Vulkan gives the Mastercrafted ability to Meltaguns, Combi-Meltas, and Multi-Meltas.
Otherwise essentially the same.

Is still 190 points.

No longer makes Thunder Hammers become Mastercrafted.



RAVEN GUARD CHAPTER TRAITS:
They all get the Stealth USR.

They get the ability to use their Jump Packs in the Movement and Assault Phase.

KAYVAAN SHRIKE:
Shrike can only Infiltrate with Jump Infantry.
????


WHITE SCARS CHAPTER TRAITS:
+1 to Jink saves

Autopass Dangerous Terrain tests

+1 to Hammer Of Wrath attacks

All White Scars units gain the Hit & Run USR, except for Terminators and Centurions.

KOR'SARRO KAHN:
Khan gives Bikes and Dedicated Transports in the White Scars detachment the Scout USR.

Moondraken inflicts D3 Hammer Of Wrath hits.

Kor'Sarro Kahn costs 125 points.

Moondraken costs 25 points.


IMPERIAL FISTS CHAPTER TRAITS:
Bolter Drill - All Imperial Fists reroll '1s' to hit with Bolters (It works on every Bolter on page 56 of the Rulebook.).

Devastators and Centurions have the Tank Hunters USR and gain +1 on the Building Damage Table.

DARNATH LYSANDER:
Costs +30pts more
Has the Eternal Warrior USR.

Units within 12" re-roll failed Morale and Pinning Tests.

Lysander has the same stats.

PEDRO KANTOR:
Pedro Kantor makes Sternguard Veteran Squads into Scoring units.

Costs 186 points (11 point increase).

Kantor keeps his 12" +1A bubble

Kantor now has W4 and A4


IRON HANDS CHAPTER TRAITS:
All Iron Hands have the Feel No Pain USR on a 6+.

All Characters and vehicles have the It Will Not Die USR.

Iron Hands get a 1+ to Blessing Of The Omnissiah


BLACK TEMPLARS CHAPTER TRAITS:
A Black Templars army may choose one of the following:
"Accept any Challenge, No Matter what the Odds" - Gain the ability to re-roll To-Hits rolls, and gain the Rending USR when you're in challenges.

"Crusaders" - Gain the Adamantium Will and Crusader USR's.

The Black Templars retain their current Ally Matrix.

The Black Templars may not take Librarians.

Black Templars may take Crusader Squads consisting of up to 10 Initiates (i.e. Tactical Marines) and up to 10 Neophytes (i.e. Scouts).

Black Templar Initiates may exchange their Bolters for Close Combat Weapons for free.
A Crusader Squad may purchase up to 2 Power Weapons or Power Fists, if you take a Sword Brother (i.e. the Veteran Sergeant upgrade).

HELBRECHT:
Once per game Helbrect can grant a Black Templars unit the Hatred and Fleet USR's for an Assault Phase.

May take a unit of Honor Guard.

Helbrecht does not get Orbital Bombardment

Helbrecht now has W4 and A4


GRIMAULDUS:
Grants the Zealot USR to any unit he joins.

If a unit is within 6" of Grimauldus' Servitors, they gain a 6+ Invulnerable Save.

Grimauldus has the It will not Die USR.

He has Wounds:3 and Attacks:3

THE EMPEROR'S CHAMPION:
The Black Sword (one-handed stance) - S:4 AP:2 Melee, Mastercrafted

The Black Sword (two-handed stance) - S:6 AP:2 Melee, Mastercrafted, Two-Handed

The Armour Of Faith - Grants The Emperor's Champion a 2+ Armor Save and a 4+ Invulnerable Save.

The Emperor's Champion is an HQ choice and DOES take up an HQ slot.

He may be the Warlord.

The Emperor's Champion has Initiative:5 and Attacks:2 (not counting weapons).


HQ UNITS:

CHAPTER MASTER:
Now has Attacks:4 and Wounds:4.
Still has Orbital Bombardment.

CAPTAIN:
Equipping the Captain with a Bike allows a single 5-8 man Bike Squad to be taken as a Troops choice.
Captain is now 90pts

CHAPLAIN:
There is only one level of Chaplain.
Now has Attacks:2 and Wounds:2.
Chaplain grants Zealot to any squad he joins.

LIBRARIAN:
They use the Psychic Powers out of the Rulebook.

MASTER OF THE FORGE:
Now has the It Will Not Die USR.

HONOR GUARD:
10 points cheaper per Marine. Now 25 points.
Honour Guard retain Artificer Armour and Power Weapons

COMMAND SQUADS:
Can have Bikes
Cannot have Jump Packs
Cannot have Terminator Armor


ELITES UNITS:

STERNGUARD VETERANS:
3 points cheaper per Marine.
Access to Grav weapons.

VANGUARD VETERANS:
Have been moved from the Fast Attack section to the Elites section.
Heroic Intervention: Negates the penalty for Disordered Charge and the Sergeant auto-passes Initiative checks for Glorious Intervention.
They CANNOT charge after Deep Striking anymore.
1 point cheaper per Marine.
Jump Pack upgrade is 7 points cheaper per Marine.

TACTICAL TERMINATORS/ASSAULT TERMINATORS:
Thunderhammers & Stormshields cost +5pts per Assault Terminator to upgrade.
Points costs for either type of Terminator otherwise unchanged.
There is no way to make Terminators into Troops choices or Scoring units.

TECHMARINES:
No news to report.

ASSAULT CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 A:1 Ld:8/9 Sv:2+ InvSv: -

Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Siege Drills (S9 AP2 Melee, Specialist Weapon, Armorbane)
- Twin-Linked Flamers
- Ironclad Assault Launcher

Weapon Upgrades:  (ALL UPGRADES COST BETWEEN 10-20pts)
- Twin-Linked Flamers may be upgraded to Twin-Linked Meltaguns
- Ironclad Assault Launcher may be upgraded to Hurricane Bolters

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Move Through Cover
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

DREADNOUGHT:

No news to report.
VENERABLE DREADNOUGHT:

No news to report.
IRONCLAD DREADNOUGHT:

No news to report.

LEGION OF THE DAMNED:
Legion Of the Damned are cheaper and all of their shooting ignores cover.


TROOPS UNITS:

TACTICAL SQUADS:
2 points cheaper per Marine (14pts each).
Access to a Grav-Rifle as a Special Weapon option.

SCOUT SQUADS:
2 points cheaper per Scout.
May take Land Speeder Storms as Dedicated Transports.


FAST ATTACK UNITS:

ASSAULT SQUADS:
Assault Marines are 17pts.

BIKE SQUADS:
4 points cheaper per Marine.

ATTACK BIKES:
Attack Bikes are 45pts.

SCOUT BIKES:
Scout Bikes still have their mines.


HEAVY SUPPORT UNITS:

DEVASTATOR SQUADS:
2 points cheaper per Marine.
Flakk Missiles can be bought for +10pts.

DEVASTATOR CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 A:1 Ld:8/9 Sv:2+ InvSv: -

Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Twin-linked Heavy Bolters and Hurricane Bolters

Weapon Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Hurricane Bolters can be upgraded to Missile Launchers
- Twin-Linked Heavy Bolters may be upgraded to Twin-Linked Lascannons
- Twin-Linked Heavy Bolters may be upgraded to Grav-Cannon and Grav-Amp

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

THUNDERFIRE CANNONS:
Unchanged in rules and points cost.

VEHICLES:

RHINOS/RAZORBACKS:

No news to report.

DROP PODS:
Transport capacity has dropped back down to 10.

STORMRAVEN:
Same point cost.

STORMTALON:
No news to report.

LAND SPEEDER/LAND SPEEDER TORNADO/LAND SPEEDER TYPHOON:
Land Speeders have the same points costs.
Land Speeder Typhoons are 75pts.

LAND SPEEDER STORM:
The Land Speeder Storm is now a Dedicated Transport for Scouts.

PREDATOR DESTRUCTOR/ANNIHILATOR:
Predator Destructor is 95pts
Predator Annihilator is 140pts.

VINDICATOR SIEGE TANK:
No news to report.

WHIRLWIND ARTILLERY TANK:
20 points cheaper.
Now 65 points.

STALKER ANTI-AIR TANK:
AV 12/12/10
48" S:7 AP:4 Heavy4, Skyfire
Able to split fire.
Does NOT have Interceptor.

HUNTER ANTI-AIR TANK:
AV 12/12/10
60" S:7 AP:2 Heavy1, Armorbane, Skyfire
Does NOT have Interceptor.

LAND RAIDER:
Passenger Capacity - 10

LAND RAIDER REDEEMER:
Passenger Capacity - 12

LAND RAIDER CRUSADER:
​Passenger Capacity - 16

2 comments:

  1. Yep, a lot of it looks really good to me. Sort of the sort of thing we've been asking for for a while - similar to old chapter traits/IG doctrines; a way to change the army that isn't entirely SC dependent.

    Sallies sound good, but I really like the UM stuff so far - able to really hit a particular style hard, or be able to play a battle company style army and get some decent adjustments depending on the particular battle.

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  2. Thanks for compiling all this in one place. I have to say it looks good at least on paper. They seem to have at last created a feel for all the primogenitor Chapters, but until they are playtested by the community I will reserve judgement until then.

    Regards,

    NR

    ReplyDelete